Map idea: Vemork


(Flippy) #1

Hey all

i had an idea for a map last night, cos there was something on NGC about WW2… i was wondering what you think of this idea? i might try to make the map :slight_smile: (but im still noob lol)

The story:

Axis have to capture the Vemork Heavy Water Factory, and construct extra heavy water cells. They have to bring a train to the factory to transport some barrels of heavy water to the ferry, and eventually to Germany.
Allies need to stop the Axis reaching the other side of Lake Tinn with the barrels, before it’s too late! If they can’t stop Axis, Hitler will be the first to have an atomic bomb.

Some explanation:
The Vemork Heavy Water Factory is ofcourse an existing factory which the Germans captured in WW2 to make heavy water. With this water with an extra neutron in it’s nucleus, the Germans could have the power to make the first atomic bombs.
Allies had orders to stop the ferry reaching Germany, so they planted time bombs on the ferry, eventually sinking it in the middle of Lake Tinn.

I thought this would be a cool scenario for a map, since Allies have to blow the ferry with dynamite while it’s going across the lake. (They can reach the ferry via the “beaches” of the lake easily.) But first Allies have to try to stop Axis capturing the Vemork factory and building the extra heavy water cells, used to make heavy water. Then they can delay the train, which will be about the same as in Railgun (non-damagable, but stops when no Axis is in.)

I made a heightmap already for it, here are some pictures:

Really quickly made overview of the map.

Allies spawn in the Vemork factory at the start, Axis spawn at the Train Depot.
Axis escort the train up to the factory and try to capture it (flag). Allies can capture it back, UNTILL the extra heavy water cells have been build. When this happens, the spawns switch, so Axis spawn up in the factory and Allies in the village. Also, a few barrels of heavy water will be put on the train. (This can happen with a delay, like that Axis have to hold the hw cells for 3 mins, and allies can destroy them, if the map would be unbalanced.) Axis then escort the train with the barrles back down again and put the barrels on the ferry. Then they have to drive the ferry to the other side of the lake, while Allies can dynamite the ferry.
If Allies succesfully dynamite the ferry, they win, if Axis reach the other side of the Lake, they win. If the time expires, Allies win.

Here is a picture from Easygen (there are a lot of errors still but it was a rough sketch):
The red things are drawn on ofcourse, to make it clear what is what… (THe factory overlooks the lake)

I think that was all :stuck_out_tongue:
Now i wanted to ask what you think about this, and if you might have any improvements…
I personally think (now i see it in 3D and all :P) that it will be too easy for Axis… but ill see if i ever finish it… :clap:


(IneQuation) #2

You might want to use this as a reference (scroll down the page as well, there are more maps of the Vemork series) - this series of maps has been very well researched and done by that guy.


(DerSaidin) #3

Imo when axis get the train there they should then have to press a button to make the heavy water (similar to supply, not auto like railgun).

I dont see how allies can dynomight the ferry while its moving.
And I dont think its natural to allow allies to win aswell like that.

You’d want to make the ferry going accross the lake the cutscene imo, so it isnt part of the map.


(Flippy) #4

i thought of making the ferry not part of the map at firs too… that axis would win when the hw was at the ferry, but it seems way too easy for them then :\ escort a train a few meters, build something, escort it back and win…
and your other idea about the thing like supply, i had this in mind too, but only when the map seems unbalanced…


(ewarwoowar) #5

Nice idea, the other week i came across http://www.planetwolfenstein.com/allied/detail_review.asp?r_id=41&c_score=2. Perhaps you could take a look at it to get some ideas :smiley:


(Shaderman) #6

I think the map is too open to do any vis blocking. I think you need to separate those three regions really good (raise the hills and only leave small passages between them) to get some decent fps.


(kamikazee) #7

On another point: if you want realism, make some docks for the other side as well, that ferry was not a tourist ship going in circles across the lake.


(Dmayrion) #8

Ya, if you make the ferry a part of the game, all allies have to do to win would just to be backtrack a little and destroy the ferry before axis can do anything.


(Flippy) #9

i think the best idea is to just make the ferry like the truck in goldrush. Can be damaged and repaired but it doesnt sink when it’s damaged… or maybe it does and axis have to repair it under water LOL


(nUllSkillZ) #10

Another idea (V2 Factory like):
The Allies have to destroy something in or the factory itself.
So that the heavy water can not be produced.
If they fail the axis have to escort the heavy water from the factory to the ferry.


(carnage) #11

i think you should ditch the south and east of the lake hills and put some fog on to limit the draw distance. you can still have it pretty far judging by the small amount of stuff on you map as long as you make it so you cant see all the way from one main building to another. this lets you keep the map nice and open while getting some good FPS and also dont make your lake look as a puddle

prob have the map end when the cells reach the ferry and maby have the ferry leave as a scripted axis win

i think its nice being able to reach round to the factory from the lake so you get multiple entrances as long as it doesnt take too long

the narrow tug escort section could be quite hard since it looks like a invitation for arty spam. maby widen it a bit more and place some kind of cover. i wouldnt go as far as to make tunnels etc like on railgun since all the player seem to just fight over them and ignore the real objective

because of the nature of the very long spline path with both team sapwning at one end i think it might be imposible for even teams since one will always be pushing into a freshly spawned batch of players white having no change to replenish there own since they are moving away from there spawn. perhaps make the train ore like a goldrush tank. you could make a realy big powerfull one that goes supoer slow but cant be moved back. i think that might work more since the attackers are then fighting to gain a little ground, then a little more ratherr then having to go for everything at once

if you do go for that think about extending the train rail part and make the rail more winding in and out of hills perhaps to avoid the over simplified map look. if thats the case you could even move the CP to the middle point of the tracks to it can be bought into the game without players having to break off fron the action to go get it

just some thoughts


(DerSaidin) #12

Carnage’s suggestions sound good.

Perhaps you could make the factory building quite large and make it a whole phase in there.


(nUllSkillZ) #13

A RTCW-map about Vermork:
Return to Castle Wolfenstein Heavy Water Factory Assault map @ Gamespot.com
Haven’t had a look.
So don’t know if it’s good or accurate.

Edit:

Another one:
Return to Castle Wolfenstein Heavy Water map @ Gamespot.com
Not sure if it’s a map of Vermork.

[edit1]
RTCW-“River War” seems to be also a map dealing with Vermork.
[/edit1]


(die die) #14

try and find a video called: the real heroes of telemark, as it has a pretty accurate version about what really happend to that story:)
this is not a film, its a documentary about the battle for the heavywater


(Flippy) #15

i got this idea while watching a documentary… it could be that one, dunno what it was called…

but i changed the map alot atm… not really accurate anymore… but i dont care, it was a pain in the ass for FPS, i barely got a stable 76 fps, and that is ONLY the terrain, a water brush and a skybox… so imagine what it will be like finished with 10v10 :stuck_out_tongue:

i changed the map layout completely …

but how do i go about VIS blocking with terrain?! It’s all detail by default isnt it? i can see the whole map by using “r_showtris 2” (or should i use 1??)
i had an idea of putting a structural caulk brush inside mountains to block vis… i dunno if this will work tho, any idea’s?


(kamikazee) #16

Putting a structural caulk brush should help, for a start.
If players are not supposed to see over some set of mountians, it would be better though to tinker with the skybox.


(Flippy) #17

hm, you mean like making the skybox not actually a box but make it follow the mountains?
that wuold make it impossible to shoot a mortar over it or throwing an airstrike over it though?


(kamikazee) #18

Throwing an airstrike would be impossible, mortaring can be done if you have a tracemap.


(carnage) #19

if you are going to have hills then it prob best to spit them allong the peak and skybox. its a very very safe way to mkae sure your vising is working effefctively. im not sure you will find many ET maps wher you can throw and airstrike over a hill anyway mainly becasuse of there size

but if you still go with your original map design then i can see a spot where you still be able to see most of the map including the factory which i expect will acount of a large number of the maps tris so fogging would still be a good idea imo


(Flippy) #20

there is a prob tho… i can get on some of the hills (not all the way to the top but you can go fairly high) and from there you can see over some of the smaller hills… so making a skybox above the smaller hills would not work as you would not see beyond the hills then?